Name That Card: Virtual Booster
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
A deck can have no more than two cards named Cloud of Potential.
Creatures you control have first strike. As long as you control two cards named Cloud of Potential, Cloud of Potential is a 3/3 Elemental enchantment creature. |
Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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: Target creature gains flying until end of turn.
Delirium — ,: Deal 4 damage to target flying creature. Activate this ability only if there are four or more card types among cards in your graveyard. 3/3
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Harvest — You may have Unsettling Ranch enter the battlefield tapped. If you do, create a Brand token (It's an artifact with ", , Sacrifice this artifact: Put a -1/-1 counter on target creature. Activate this ability when you could cast a sorcery.")
: Untap target Swamp or Mountain. |
"It's napping by our camp because it doesn't fear you. Maybe think about that before stabbing this two ton monster?"
--Yorba Zekidotter, Reef Pirate 2/2
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, Return Phoenix Urn from your graveyard to your hand: Create a 3/3 red Phoenix creature token with flying. Activate this ability only any time you could cast a sorcery.
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Lifelink
At the beginning of your pre-combat main step, add to your mana pool. You may use this mana only to equip Outpost Armsmaster. 0/6
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Reveal cards from the top of your library until you reveal a land card. Put that card in your hand, and the rest into your graveyard.
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+3 Until end of turn, Arlinn becomes a 2/2 Wolf creature with haste and menace that's still a planeswalker. Prevent all damage that would be dealt to it this turn.
+2 Put two +1/+1 counters on Arlinn. -4 Until end of turn, Arlinn becomes a 6/6 wolf berserker creature with menace and trample that's still a planeswalker. Prevent all damage that would be dealt to it this turn. 3
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At the end of combat, if exactly one creature you control dealt combat damage to a player, gain 4 life.
, Exile X creatures in your graveyard: Create an X/X green Plant creature token. |
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
If you control an Island, draw two cards, then discard a card. |
: Add .
All spells and non-mana abilities cost an additional to cast and activate. |
Phasing (At the beginning of your turn, Blinkmoth Cloak phases out. Treat it as though it didn't exist until your next turn.)
Equip Equipped creature gets +3/+2. |
Other creatures you control get +1/+1.
3/3
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Phantasm of Agnosia can't block or be blocked.
As Phantasm of Agnosia enters the battlfield, choose a card type.(Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.) Phantasm of Agnosia has protection from the chosen type. 3/3
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Cloud of Potential
(uncommon)
Sunsword Underdog
(common)
Crazed Cyclone
(rare)
Unsettling Ranch
(rare)
Bristling Walrus
(common)
Phoenix Urn
(rare)
Outpost Armsmaster
(uncommon)
Till
(common)
Arlinn, Dire Lycan
(mythic)
Curse of the Bleeding Glade
(rare)
Smell of the Sea
(uncommon)
Relaxation Chamber
(uncommon)
Blinkmoth Cloak
(uncommon)
Scion of Loftfield
(rare)
Phantasm of Agnosia
(uncommon)